Screenshots will be separated onto this area to be more surprised as of what's gonna happen here. About progress, relatively slow, still working on World 3 and there's still a lot of content missing... I've not been working on this for a while and such.

bossedit8 wrote:Screenshots will be separated onto this area to be more surprised as of what's gonna happen here. About progress, relatively slow, still working on World 3 and there's still a lot of content missing... I've not been working on this for a while and such.

That's completely fine! As long as you're making progress on this awesome episode, I'm completely fine with that!

As I allready told you on discord, your project looks amazing so far and it will undoubtably be that way when It's done. Everything you have shown me both on discord and the forums has looked spot-on (aside from the horrible blue ghost house entrance). Looking forward to this!

King of Eterity wrote:Will that be like 3-Airship? It looks goo though.

It's actually 3-7. There's gonna be another level that literally called 3-airship where you're onboard while 3-7 is the level where the airships are attacking the ground and such.

So will 3-Airship be the level that follows?
And when do you expect the next update to come out?
Also, I would suggest not letting us into an empty world or empty area of a world because it when we update the game, when the non-existent levels are introduced, it breaks the map and requires us to restart.

So, I have a question. Will this episode be using LunaLUA? I'm assuming the answer is no, but with LUA, it would be possible to add a lot of new cool features to this episode, such as multiple checkpoints and the ability to see what stars you've collected in a level from the map without going to a seperate level! And considering most people use LUA nowadays, I think it would be a great addition to this cool episode!

King of Eterity wrote:And when do you expect the next update to come out?

Completly unknown... World 3 needs to be finished and a lot of levels are still missing.

King of Eterity wrote:I would suggest not letting us into an empty world or empty area of a world because it when we update the game, when the non-existent levels are introduced, it breaks the map and requires us to restart.

That would require me to think further ahead as of what the world map should be without any future modifications to the game itself to prevent from breaking the save file and that's gonna be a very tough one to do especially the amount of stars this game will have at the end and such.

Snessy the duck wrote:Will this episode be using LunaLUA? I'm assuming the answer is no, but with LUA, it would be possible to add a lot of new cool features to this episode, such as multiple checkpoints and the ability to see what stars you've collected in a level from the map without going to a seperate level! And considering most people use LUA nowadays, I think it would be a great addition to this cool episode!

I'm close of considering using Lua but probably something simple at the early basis as of now or something but we will see. I mean the one thing that I really need for sure is multiple checkpoints since later on, certain levels can be surely long and also maybe autoscrolling on different sections aswell instead of just section 1 all the time so yeah... we will see if that might be considerative in the future or not because well, at the beginning AA2 was usually a "1.3/all versions" episode but I might gonna push it into 2.0 beta 3 only since we also have new NPCs to use like Boos and Magikoopa so that might also be a thing to have aswell.

Also, Is this episode going to be focused on co-op like the first AA? Since a lot of people aren't using that feature much nowadays, I think it would be a good idea to not focus on that so much. I can probably guess it won't be focused on co-op, since there aren't item boxes with multiple items like in AA! nevermind, found one in Fungi Timberland!

Edit: So I read the guidelines, and it seems like there's gonna be 2 player support, due to one of the rules mentioning that any level needs to be beaten with 2 players!

Okay, so I have some complaints about episode. First off, the mystery house and mushroom house in world 2 are way too close to eachother, they should be spread more apart, like giving some single exit levels a secret exit where they could be hidden. Second, the SMW pokeys should use their SMB2 sprite, as they act just like the SMB2 pokey, and the SMW design made me think they couldn't be grabbed at first! Third, the world 2 mystery house is way too hard! You need to be really quick to beat the pokey challenge and the sand challenge, so I would recommend adding a higher timer on those challenges! Also, the Birdo challenge doesn't need that bomb ontop of Birdo, simply increasing the timer would do the job better! Also, there are some enemies in the cave challenge that walk instantly into the pit, so I would recommend you removed them. Finally, where are the toads in the mushroom houses? They were such a good part about the first game, and now the mushroom houses feel all empty without them! I hope you're gonna add them in later!

Snessy the duck wrote:...the mystery house and mushroom house in world 2 are way too close to eachother, they should be spread more apart, like giving some single exit levels a secret exit where they could be hidden.

I moved the Toad House to a different spot so it's on your pathway instead of being close to the area where the Pyramid is. Specifically:

Snessy the duck wrote:...the SMW pokeys should use their SMB2 sprite, as they act just like the SMB2 pokey, and the SMW design made me think they couldn't be grabbed at first!

They look like SMB2 though? I haven't used any SMW Pokeys in this SMBX Episode yet... it probably won't be anyway so.

Snessy the duck wrote:You need to be really quick to beat the pokey challenge and the sand challenge, so I would recommend adding a higher timer on those challenges!

Timer increased.

Snessy the duck wrote:...the Birdo challenge doesn't need that bomb ontop of Birdo, simply increasing the timer would do the job better!

Removed the SMB3 Used Bomb on Birdo's head and timer increased.

Snessy the duck wrote:...there are some enemies in the cave challenge that walk instantly into the pit, so I would recommend you removed them.

Removed the bottom red Shy Guy.

Snessy the duck wrote:...where are the toads in the mushroom houses? They were such a good part about the first game, and now the mushroom houses feel all empty without them! I hope you're gonna add them in later!

Toads and probably other NPCs will gonna be added later on during production.